Comprehensive List of Planar Infusion Feat Effects


Pathfinder First Edition General Discussion


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I'm a fan of the Planar Infusion feats from Planar Adventures (especially as a GM), but each feat (Basic, Improved, and Greater) is actually almost 30 different feats, since they offer an entirely different benefit based on which Plane you're Infusing. The format of the Planar Adventures book had each benefit displayed in the specific Plane's entry, making comparing different aspects of the feat tedious to compare. That's why I've compiled all the Planar Infusion feats' different Plane-specific benefits into one neat list, and I'm putting it here for anyone interested in perusing. Unlike the ordering in the book, I've ordered them alphabetically.

Basic Infusion: Must have spent time on the Plane
Improved Infusion: Basic Infusion, 7 HD
Greater Infusion: Basic Infusion, Imp Infusion, 13 HD

Abaddon
Basic: +1 Ref saves; move at full speed while hiding your tracks; +2 Survival vs. tracks
Imp: +4 saves vs. Possession effects and effects that tamper with your soul (Soul Trap spell, an Astradaemon’s Devour Soul ability, etc.); consume a soul gem created by a Cacodaemon as a Standard actionto immediately be treated as an Evil Outsider and gain Fast Healing 2 for a number of rounds equal to your HD.
Greater: Immune to effects that cause amnesia or alter your memory; 3/day SLA Mindwipe (range touch)

Abyss
Basic: +1 Fort saves; +2 Intimidate to demoralize; +2 attack rolls to confirm crits
Imp: 1/day SLA Curse Terrain
Greater: 1/day SLA Insanity

Akashic Record
Basic: 1/day (typically when you wake up) select one Knowledge skill to gain a +2 bonus in (or +4 if you have 10 or more skill ranks in it)
Imp: 1/day SLA Divination
Greater: 1/day SLA Retrocognition

Astral
Basic: +2 saves vs. Curses, Diseases, and Poisons; +4 Wis checks to maneuver Subjective Gravity.
Imp: Always succeed at Wis checks to maneuver Subjective Gravity; Increase max lifespan and the number of years in each age category by 10%; act under the effects of a Haste spell as a Free action for a number of rounds per day equal to ¼ your HD.
Greater: Become Immune to your choice of either Curses, Disease, or Poison; Increase your max lifespan and the number of years in each age category by an additional 10% of the base numbers; you don’t retroactively age/hunger when leaving a Plane with the Timeless Trait; gain a Fly speed 60’ (Perfect) on the Astral Plane

Axis
Basic: +1 Fort saves; +2 one chosen Craft skill; +2 Perception vs. secret doors and hidden traps
Imp: 1/day SLA Secure Shelter
Greater: Turn into a whirling cloud of glowing glyphs as a Standard action; you gain a Fly speed of 60’ (Perfect), can move through small cracks as Gaseous Form (not prohibited from entering water), gain DR 10/Chaos, Regen 5/Chaos, and are immune to precision damage and crits. You can remain in this form for up to 1 minute per HD per day.

Boneyard
Basic: +1 Will saves; +2 Heal checks to stabilize dying creatures; +4 Con checks to stabilize yourself
Imp: 1/day SLA Death Ward
Greater: 1/day SLA Destruction (not a Death Effect, only usable on Undead)

Cynosure
Basic: Perception DC’s aren’t modified when you’re asleep; +4 saves vs. sleep
Imp: 1/day SLA Air Walk
Greater: 1/day SLA Dream Travel (roll twice to determine how accurate your arrival is and take the better of the two results)

Dead Vault
Basic: +4 CMD vs. maneuvers that force you to change your position (Bullrush, Reposition, etc.); +4 CMB on Grapple checks to maintain a Grapple
Imp: 1/day SLA Dimensional Anchor
Greater: 1/day SLA Force Cage (windowless cell only)

Dimension of Dreams
Basic: +4 Cha checks to arrive in the Dimension of Dreams at an advantage, and you can attempt one additional impossible action beyond the normal limit during a visit to a Dreamscape
Imp: 1/day SLA Dream
Greater: 1/day SLA Dream Council

Dimension of Time
Basic: 1/day roll twice for Init and take the higher result
Imp: Use Basic Infusion 2/day; 1/day touch an object that used to be alive (wood, paper, a dead body, etc.) to protect it from time as if you had used an unguent of timelessness (maintain this effect on a number of object equal to Int mod, min 1)
Greater: Use Basic Infusion 3/day; Immune to Temporal Stasis; 1/day gain the effects of Time Stop when the spell is cast within 30’ of you, lasting the duration of the same effect (functions without your knowledge of the spell being cast).

Elysium
Basic: +1 Ref saves; +2 Acrobatics checks vs. provoking attacks of opportunity; +2 one chosen Perform skill
Imp: 1/day SLA Confusion; Lawful or Evil creatures take a -1 penalty on their saves, and LE creature take a -2 penalty.
Greater: Whenever you’re under the effects of an ongoing fear or possession effect, or an effect that grants mental control over you (like Dominate Person), you can attempt a new save at the beginning of each of your turns. On a success, the effect immediately ends as though you initially succeeded your save. You can attempt such a save a number of times per day equal to 3+Cha (min 4/day).

Ethereal
Basic: +3 Perception checks on Ethereal Plane, vs. creatures native to the plane, or vs. ethereal creatures. See twice as far while on the Ethereal Plane
IMP: See clearly on the Ethereal Plane, gain nourishment and water from ectoplasm, 1/day SLA Ectoplasmic Snare
Greater: 1/day SLA Ethereal Jaunt

First World
Basic: +2 Perception, Init, and Cha to shape the First World
Imp: 1/day SLA Summon Monster IV (1 Boggart, 1 Calpina, 1 Huldra, 1 Satyr, 1d3 Liminal Sprites, 1d3 Pookas, 1d4+1 Atomites, 1d4+1 Brownies, 1d4+1 Fauns, 1d4+1 Grigs, or 1d4+1 Mockingfeys)
Greater: 1/day SLA Fey Form III

Hao Jin Tapestry
Basic: You can use Perception or Knowledge (Planes) in place of Spellcraft to identify magic items, spells, and effects associated with such effects as if using Detect Magic.
Imp: 1/day SLA Dimension Door
Greater: 1/day SLA Mage’s Magnificent Mansion

Harrowed Realm
Basic: 1/day, draw a card from a Harrow deck to randomly choose 1 of 6 ability scores. At any point within the next 24 hours, gain a +2 bonus on a single ability check of the ability score chosen after the die is rolled, but before the result is revealed.
Imp: The bonus from the Basic Infusion is now +4, and the bonus can be utilized twice per day.
Greater: The bonus from the Basic Infusion is now +6, and the bonus can be utilized three times per day. Alternatively, you can expend all three uses at once to add the bonus after the outcome is revealed.

Heaven
Basic: +1 Fort saves; +2 Diplomacy checks vs. Good creatures; +2 Intimidate checks vs. Evil creatures.
Imp: 1/day, release a 30’ radius burst of divine energy, damaging evil creatures within the area for 1d8 damage per HD (max 10d8), and blinding them for a number of rounds equal to your Cha mod (Will save DC 10 + ½ HD + Cha halves damage and negates Blindness)
Greater: 2/day SLA Breath of Life; if the target is LG, this is only a Move action; if the target is Evil, it’s staggered for 10 minutes unless if vows to repent for its evil ways.

Hell
Basic: +1 Will saves; +2 Bluff checks to lie/fool; +2 Diplomacy to improve a creature’s attitude
Imp: Whenever you deal Fire damage, you can instead deal Hellfire damage; secondary fires created by your fire effects always deal regular Fire damage, if such an effect would occur.
Greater: 1/day SLA Mass Inflict Pain

Jandelay
Basic: +4 saves vs. effects that reduce your body to ash (Destruction, Disintegrate, etc.); +4 saves vs. Confusion effects and spells with the Chaos descriptor
Imp: 1/day SLA order’s Wrath
Greater: 1/day SLA Dictum

Leng
Basic: +2 Intimidate to demoralize; +1 DC of your Supernatural Fear effects
Imp: 1/day SLA Confusion
Greater: 1/day SLA Contact Entity IV (must provide expensive material components)

Maelstrom
Basic: +1 Ref saves; +1 Init; +2 Bluff checks to Feint
Imp: 1/day SLA Confusion
Greater: 1/day SLA Word of Chaos

Negative Energy Plane
Basic: Treat Positive/Negative energy as if you were Undead; if you are Undead, gain +2 bonus to Channel Resistance
Imp: 1/day SLA Enervation
Greater: 1/day, when reduced to 0 or fewer HP, you release a 20’ radius burst centered on you that deals 1d6 points of negative energy damage per hd (max 20d6) to all creatures in the area (Ref DC 10 + ½ HD + Cha halves), and also healing you an amount of hp equal to your HD, but doesn’t heal other creatures. This healing happens immediately and may prevent your death or keep you conscious.

Nirvana
Basic: +1 Will saves; +1 Perception checks; +2 Sense Motive checks vs. Bluff
Imp: 1/day SLA Restoration (doesn’t affect Physical Ability damage or Fatigue/Exhaustion); expensive material components are required for non-Good creatures
Greater: Gain Truespeech and can speak with any creature that uses language as if affected by Tongues; +4 saves vs. Language-dependent effects, and such effects created by you gain a +1 to the DC.

Plane of Air
Basic: +2 Fly checks, +2 saves vs. Air/Electricity effects
Imp: 1/day SLA Air Walk
Greater: 1/day SLA Wind Walk

Plane of Earth
Basic: +2 Climb checks, +2 saves vs. Earth/Acid effects
Imp: 1/day SLA Acid Pit
Greater: 1/day SLA Statue

Plane of Fire
Basic: +2 Acrobatics checks, +2 saves vs. Fire effects
Imp: 1/day SLA Wall of Fire
Greater: 1/day SLA Delayed Blast Fireball

Plane of Water
Basic: +2 Swim checks, +2 saves vs. Water/Cold effects
Imp: 1/day SLA Control Water
Greater: 1/day SLA Vortex

Positive Energy Plane
Basic: Whenever you’re healed by a Positive Energy effect, you heal an additional number of HP equal to your HD; gain a +4 bonus on Con checks to stabilize while dying
Imp: 1/day SLA (only one) CSW, Lesser Resto, Remove Blindness/Deafness, Remove Disease, or Remove Paralysis; if used on yourself, the SLA is only a Move action.
Greater: 1/day SLA Raise Dead; you must supply expensive material components as if casting as a spell; if used on a creature that’s been dead no longer than 1 minute for each HD you have, the target doesn’t incur negative levels and doesn’t lose its prepared spells or spell slots, nor does this ability require expensive material components

Shadow Plane
Basic: In your space, and each square adjacent to your space, treat dim light as normal light
Imp: 1/day SLA Shadow Conjuration
Greater: As an Immediate action when you would take damage from an attack, spell, or other effect, dissolve the portion of yourself that would take damage into quasi-real shadowstuff, gaining a 50% chance to ignore all of the effect’s damage. Use this ability until it succeeds 3 times in one day

Xibalba
Basic: +1 DC Fear effects; +2 saves vs. Fear
Imp: 1/day SLA Phantasmal Killer
Greater: 1/day SLA Insanity


Archives of Nethys has this information in the feat listing.


Ah, I forgot to check Archives of Nethys. Thanks for the info.

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